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Rhothaerill

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Vincent Returns!!!
Feb 2003 time: 21:32
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Per my post in the moves thread I'm starting this new thread to discuss where we want to go in the future with our cities. I'm starting off by copying my thread from several weeks ago about future planning. Some of it is still valid, but I'd like to change other parts of it too.
quote: The New Voice's build queue also needs to be discussed soon as we will need to make a choice after the library. We can either build a happiness improvement (temple or colosseum) or a barracks to start improving our military. I'd rather build military than a happiness improvement since most of our cities won't grow past size 6 for a long time and New Voice won't grow past size 5 until railroads (size 7 being it's absolute cap). A 10% luxury rate in a republic can handle all the unhappiness problems for a while. Plus we also have GoW's luxury that they owe I believe 60 turns to us. Once we have our first harbor up we can make use of it if necessary. If we go with my plan we will have 8 turns of 4spt in New Voice and then if we join the worker immediately it will have 10spt and complete a barracks the next turn after.
For build queues in other cities, the ones that are currently building harbors should all start marketplaces, except for Irony and Renewal which should start libraries to expand their borders. Renewal will give the bonus grass under what is currently forest and also giving Resurrection a fourth coast tile as well to enable it to get to size 6. Phoenix should start a harbor next. And Hope will of course be the breadbasket to supply the final settler and the workers to join other cities. At some point the city will need a harbor too.
With current borders, and border expansions in Renewal, Irony and Phoenix, all of our northern cities will be able to grow to size 6 except New Voice which will always be stuck at size 5 until railroads. Our new city when it is settled will also be able to grow to size 6, though Panama Vox will be a pathetic city for a long time.
After all the cities are at size 6 and if work force is done the way I envision it, Hope, Resurrection, Seabiscuit, Phoenix and the new city will have 5spt (from working four coast tiles and two mined hill tiles with two waste or in Hope's case one mined hill and several mined grassland). Memory should have 6spt because of the extra whale shield, but I'm not positive if waste would take it. Renewal should have 8spt after waste (two mined hills, one mined bonus grass, and one mined grass), but it might have 7; again I'm not positive. Irony should have 4spt after waste (iron mountain and the rest coast). Panama Vox can also get up to 4spt (after waste) in theory, but it would require a harbor and library and not using a citizen as a scientist. |
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Rhothaerill

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Vincent Returns!!!
Feb 2003 time: 21:32
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Next I will explain my preference regarding city growth. This is adapted from Harry's original plan of adding workers, but I just want to refine it with exact numbers.
Right now, if we try to grow each of the coastal cities by themselves then we have to use coast tiles, hence no production. If we move a tile to a hill then the city would have some production but grow slowly. Either our coastal cities grow slowly, or grow moderately with no production. Harry's original thought was to have Hope be the breadbasket and supply workers to join other cities. This is by far the best thing we can do. 
To further expound on this, I want to rush the harbor in Hope just as Hope grows to size 4. Like I said in the moves thread this should allow for 2 and 3 turn workers as opposed to 4 or 5 turn workers and a lot of waste. I want to have each city grow to size 3 on it's own. Most of them are slowly getting there. With our work force on hills we can stop that growth at size 3 and then use workers to boost the city from there for a much quicker (in the long run) growth. Right now, growth of the cities only truly helps in gold. If we start pulling all our workforce to coast tiles to grow then we lose most of our production capacity for the next 30-40 turns. 
Currently we have 11 workers, one of which (the one currently mining the bonus grass) will be sucked into New Voice soon to bump it to 10spt. The remaining worker in the north I'd like to have finish the mine and road the gold hill, and then road a mountain to have a contiguous road in all the north. The nine remaining southern workers will continue to chop the last few forests and road and mine the hills and iron mountain and connector road. I have no desire to bother roading any other mountains or desert right now. None of the mountains except possibly the gold mountain will ever be worked, and the desert will not need to be bothered with until we have the chance to irrigate which is far in the future. Once these workers are finished I want to join them all to cities rather than have them stick around doing meaningless roads on mountains.
Those workers, combined with roughly 14 more out of Hope (that's the reason I want quicker workers) should be enough to bring all the cities up to size 6 while still maintaining their maximum shield output.
This plan will take a while, probably at least the next 40 turns to fully implement, but in the long run it will be quicker and more productive to do it this way rather than just letting them grow slowly. If we run all the cities up to size 6 and then switch to the production tiles then we will be far behind in producing libraries and marketplaces, but if we do it this way then those improvements will be built or close to being built by the time our cities reach size 6.
Thoughts? 
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Rhothaerill

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Vincent Returns!!!
Feb 2003 time: 21:32
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Hope
- Turn 1: Finish settler. Start harbor. Down to size 2. WF to fish and mined grassland.
- Turn 2: Switch build to library. WF to fish and mined hill.
- Turn 4: Growth to size 3. WF to fish and two mined grassland.
- Turn 6: WF to fish, 1 mined grassland, and mined hill.
- Turn 8: Growth to size 4. Start a worker. WF on fish, 2 mined grassland and mined hill.
- Turn 12: Completion of library. Start worker.
- Turn 13: Growth to size 5. WF on fish, 3 mined grassland and mined hill.
- Turn 14: Worker A complete. Start Worker B. Down to size 4. WF on fish, 2 mined grassland, and mined hill. Worker A joins Renewal on turn 15.
- Turn 16: Worker B complete. Start Worker C. Down to size 3. WF on fish, mined grassland, and mined hill. Worker B joins Renewal on turn 17.
- Turn 17: WF to fish, mined bonus grassland, and mined hill.
- Turn 18: Growth to size 4. Worker C complete. Start Worker D. Down to size 3. WF to fish and 2 mined grassland tiles. Worker C joins Seabiscuit on Turn 20.
- Turn 21: WF to fish, mined grass, and mined hill.
- Turn 22: Growth to size 4. Worker D complete (with a little waste). Start Worker E. Down to size 3. WF to fish and 2 mined grassland tiles. Worker D joins Renewal on Turn 23.
- Turn 25: WF to fish, mined grass, and mined hill.
- Turn 26: Growth to size 4. Worker E complete (with a little waste). Start Worker F. Down to size 3. WF to fish and 2 mined grassland tiles. Worker E joins Memory on Turn 28.
- Turn 29: WF to fish, mined grass, and mined hill.
- Turn 30: Growth to size 4. Worker F complete (with a little waste). Start Worker G. Down to size 3. WF to fish and 2 mined grassland tiles. Worker F joins Memory on Turn 32.
- Every 4 turns after this a worker is complete with a little waste and can be sent to Panama Vox and the new city until they are size 6 as well. Once all cities are size 6 then Hope can grow to size 6 whereupon a reshuffling of WF will take place that will give Hope 10spt.
Final stats at size 6: tbd
Last edited by Rhothaerill on 21-12-2003 at 15:08
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Rhothaerill

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Vincent Returns!!!
Feb 2003 time: 21:32
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One last one. I want to get the workers coordinated for their last several jobs so I know when I can join them into cities.
I completely forgot this turn, but next turn I'm going to name the workers with numbers 1-12 for ease of keeping with this schedule.
Worker Turns
- Turn 1: Workers #1-5 move 6-8 and chop forest 4 (W) of Seabiscuit. Worker #6 moves 8 (N) and begins mine on hill tile.
- Turn 2: Workers #1-5 move 2 and chop forest 1-1 (SW) of Seabiscuit. Worker #7 moves 8-4 to mountain tile. Workers #8-10 move 1-4-2. Worker #12 moves 2-2-2.
- Turn 3: Workers #1-5 move 7 and chop forest 9-9 of Phoenix. Worker #7 moves 4 to the iron tile. Workers #8-10 move 1-4 to unimproved hill tile north of Phoenix. Worker #12 moves 3 into New Voice and skips rest of turn.
- Turn 4: Workers #1-5 move 2 to unroaded forest tile. Worker #6 begins mining iron tile. Workers #8-10 road hill tile.
- Turn 5: Workers #1-5 chop forest. Workers #8-10 mine hill tile they just roaded. Worker #11 roads gold mountain tile he recently mined. Worker #12 should join New Voice after it grows to size 4 and bringing it size 5. End of Worker #12
- Turn 6: Workers #1 and #2 road plains tile they are on. Workers #3-5 move 4-2 to hill south of Phoenix and mine.
- Turn 7: Workers #1 and #2 move 4-2-1 to join with worker #6. Worker #6 ends turn (to get into sync with #1 and 2). Workers #8-10 move 2-2-1.
- Turn 8: Workers #1, 2 and 6 move 2-2-2 to hill tile S of Panama Vox. Workers #3-5 move 1-2-2. Workers #8-10 move 4-8 to hill tile north of city.
- Turn 9: Workers #1, 2 and 6 road tile (before other worker moves). Workers #3-5 move 2-1 to hill tile currently outside Panama Vox's border. Workers #8-10 road hill tile.
- Turn 10: Workers #1,2 and 6 mine hill tile they just roaded. Workers #3-5 road hill tile. Workers #8-10 mine hill tile they just roaded. Worker #11 moves 3-3 to mountain tile south of Renewal.
- Turn 11: Workers #3-5 mine hill tile they just roaded. Worker #11 roads mountain tile south of Renewal to connect roads in the north.
- Turn 12: Workers #1, 2 and 6 move 8-8-8. Workers #8-10 move 8 to remaining plains tile.
- Turn 13: Workers #1 and 2 move 4-8-8 to plains tile. Worker #3 moves 9-8 and joins Panama Vox bringing it up to size 2 End of Worker #3. Workers #4 and 5 move 9-8-8. Worker #6 moves 9-8-8. Worker #7 roads iron tile. Workers #8 and #9 road plains tile. Worker #10 skips turn (to remain in sync with others).
- Turn 14: Workers #1, 2 and 8-10 plant forest. Workers #4 and 5 move 8-9-8. Worker #6 moves 8 to mountain tile.
- Turn 15: Workers #1, 2 and 8-10 chop forest. Workers #4 and 5 move 9-9-9. Worker #6 roads mountain tile.
- Turn 16: Workers #1, 2, and 8-11 move 2-2-6 Workers #4 and 5 move 6 and join Seabiscuit bringing it up to size 5. End of Workers #4 and 5.
- Turn 17: Workers #1, 2 and 8 move 9-8-9 Workers #9-11 move 9-8 and skip turn.
- Turn 18: Workers #1, 2 and 8 move 9-9-6. Worker #7 moves 6-6-9. Workers #9-11 skip turn.
- Turn 19: Workers #1, 2 and 8 move 9-8-8. Worker #7 moves 6-6 into Memory and skips turn. Workers #9-11 skip turn.
- Turn 20: Workers #1, 2 and 8 move 7 and join Resurrection bringing it up to size 6. End of Workers #1, 2 and 8.Worker #6 moves 4-7 and joins Irony bringing it to size 6. End of Worker #6. Worker #7 joins Memory bringing it to size 5. End of Worker #7. Workers #9-11 join Phoenix bringing it up to size 6. End of Workers #9-11
I still have to figure out which cities I want the workers to join, but in 20 turns we will have finished all necessary improvements to our cities and can join the workers. Any other improvements (such as trying to mine the plains) are a waste of time and gold per turn in maintenance as they will not be worked. Most of the cities will only be able to work two 1-food tiles and mined hills are much better for that than mined plains.
Last edited by Rhothaerill on 05-01-2004 at 10:52
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Rhothaerill

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Vincent Returns!!!
Feb 2003 time: 21:32
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Turn 500ad Orders (Turn 11 on my future orders)
- Finish Printing Press. Start research on Democracy. Science slider to ramp up to highest possible research without running a deficit.
- Send Printing Press to Lego-accepted.
- Send Printing Press to Gathering Storm-accepted.
- Send Printing Press to Roleplay-accepted.
- Panama Vox WF to mined hill.
- Workers #3-5 mine hill tile they just roaded.
Turn 510ad Orders (Turn 12 on my future orders)
- Hope completes library. Start worker.
- WF in Renewal to bonus grass and mined hill.
- Workers #1, 2 and 6 move 8-8-8.
- Workers #8-10 move 8 to remaining plains tile.
Turn 520ad Orders (Turn 13 on my future orders)
- Renewal grows to size 3. WF to mined grass, mined bonus grass, and gold mountain for no growth and 6spt.
- Hope grows to size 5. WF on fish, 3 mined grassland and mined hill.
- Seabiscuit grows to size 3. WF to two hill tiles and one coast tile.
- Workers #1 and 2 move 4-8-8 to plains tile.
- Worker #3 moves 9-8 and joins Panama Vox bringing it up to size 2. WF to mined hill and coast.
- Workers #4 and 5 move 9-8-8.
- Worker #6 moves 9-8-8.
- Worker #7 roads iron tile.
- Workers #8 and #9 road plains tile.
- Worker #10 skips turn (to remain in sync with others).
Turn 530ad Orders (Turn 14 on my future orders)
- Hope completes Worker A. Start Worker B. Down to size 4. WF on fish, 2 mined grassland, and mined hill.
- Worker A moves 6-6-9 to Renewal.
- Workers #1, 2 and 8-10 plant forest.
- Workers #4 and 5 move 8-9-8.
- Wokrer #6 moves 8 to mountain tile
Turn 540ad Orders (Turn 15 on my future orders)
- New Voice completes University. Start either a bank or a horseman
- Worker A joins Renewal to make size 4. WF to mined grass, mined bonus grass, and 2 mined hills (we'll lose 2 gpt from taking it off the mountain, but we'd otherwise have to use a coast tile...this gets the marketplace finished several turns sooner).
- Workers #1, 2 and 8-10 chop forest. Chop should allocate to Phoenix.
- Workers #4 and 5 move 9-9-9.
- Worker #6 roads mountain tile
Last edited by Rhothaerill on 03-02-2004 at 08:10
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Rhothaerill

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Vincent Returns!!!
Feb 2003 time: 21:32
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Turn 550ad Orders (Turn 16 on my future orders)
- Hope completes Worker B. Start Worker C. Down to size 3. WF on fish, mined grassland, and mined hill.
- Worker B moves 6-6-9 to Renewal.
- Workers #1, 2, and 8-11 move 2-2-6
- Workers #4 and 5 move 6 and join Seabiscuit bringing it up to size. WF to two hill tiles and three coast for no growth and 6spt.
Turn 560ad Orders (Turn 17 on my future orders)
- Worker B joins Renewal to make size 6. WF to mined grass, three coast tiles and 2 mined hills. (Hope gets the bonus grass this turn)
- WF in Hope to fish, mined bonus grassland, and mined hill.
- Workers #1, 2 and 8 move 9-8-9
- Workers #9 and 10 move 9-8 and skip turn.
Turn 570ad Orders (Turn 18 on my future orders)
- Hope grows to size 4. Worker C complete. Start Worker D. Down to size 3. WF to fish and 2 mined grassland tiles.
- Worker C moves 3-3-2.
- WF in Renewal to mined grass, mined bonus grass, 2 coast tiles and 2 mined hills.
- Workers #1, 2 and 8 move 9-9-6.
- Worker #7 moves 6-6-9.
- Workers #9 and 10 skip turn.
Turn 580ad Orders (Turn 19 on my future orders)
- Resurrection grows to size 3. WF to 2 hill tiles and 1 coast tile for no growth and 6spt.
- Panama Vox culture radius grows. WF to two mined hills for no growth and 5spt.
- Worker C moves 2-3-3
- Workers #1, 2 and 8 move 9-8-8.
- Worker #7 moves 6-6 and skips turn.
- Workers #9 and 10 skip turn.
Turn 590ad Orders (Turn 20 on my future orders)
- Worker C moves 3-6 and joins Seabiscuit to bring to size 6. WF to two hill tiles and 4 coast.
- Phoenix grows to size 3.
- Workers #1, 2 and 8 move 7 and join Resurrection bringing it up to size 6.
- Worker #6 moves 4-7 and joins Irony bringing it to size 6.
- Worker #7 joins Memory bringing it to size 5.
- Workers #9 and 10 join Phoenix bringing it up to size 5.
Last edited by Rhothaerill on 05-02-2004 at 08:49
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Jon Miller
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can we have another screenshot?
Jon Miler
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All times are GMT. The time now is 05:32. Apolyton Time is 00:32. |
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